
#version 330 core
in vec4 FragPos;

uniform vec3 lightPos;
uniform float far_plane;

void main(){
		// get distance between fragment and light source
		float lightDistance = length(FragPos.xyz - lightPos);

				// map to [0;1] range by dividing by far_plane
		lightDistance = lightDistance / far_plane;

				// Write this as modified depth
		gl_FragDepth = lightDistance;
}
